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	<title>Ludus Novus &#187; violence</title>
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	<link>http://ludusnovus.net</link>
	<description>The Art of Interaction</description>
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		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
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	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
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	<itunes:author>Gregory Weir</itunes:author>
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		<title>Why So Few Violent Games?</title>
		<link>http://ludusnovus.net/2011/08/15/why-so-few-violent-games/</link>
		<comments>http://ludusnovus.net/2011/08/15/why-so-few-violent-games/#comments</comments>
		<pubDate>Mon, 15 Aug 2011 22:33:46 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[emotions]]></category>
		<category><![CDATA[false narrativism]]></category>
		<category><![CDATA[romance]]></category>
		<category><![CDATA[violence]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=1333</guid>
		<description><![CDATA[With as much time as game designers and critics think and write about the specifics of game interactions, it&#8217;s often useful to step back and look at the basics. Let&#8217;s ask a simple question: why are there so many video games dealing with social interaction and relationships, and so few that explore violence and action-oriented [...]]]></description>
			<content:encoded><![CDATA[<p>With as much time as game designers and critics think and write about the specifics of game interactions, it&#8217;s often useful to step back and look at the basics. Let&#8217;s ask a simple question: why are there so many video games dealing with social interaction and relationships, and so few that explore violence and action-oriented gameplay?</p>
<p>In some ways, it&#8217;s a historical aberration. If Gygax and Arneson had made some war-focused game instead of <i>Counts and Courtship</i>, or Will Crowther had decided to entertain his kids with his obscure caving hobby instead of an exploration of his childhood friendships, perhaps the focus of our games would be different. <i>Doom</i> wouldn&#8217;t have been an oddball niche title if there were a hundred other games at the time about shooting aliens with guns.</p>
<p>But I think there&#8217;s a more fundamental issue at work here: violence and action are really difficult to simulate, unlike simple relationships.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2011/08/15/why-so-few-violent-games/">Why So Few Violent Games?</a>...</p>
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		<slash:comments>22</slash:comments>
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		<title>Murder and Red Faction: Guerrilla</title>
		<link>http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/</link>
		<comments>http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 03:41:29 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[red faction: guerrilla]]></category>
		<category><![CDATA[violence]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=732</guid>
		<description><![CDATA[I just got finished playing Red Faction: Guerrilla. It&#8217;s an excellent game; the breaking-stuff gameplay is so fun and natural-feeling that I anticipate disappointment when I play all the other games where you can&#8217;t knock down a wall to get to the enemy on the other side. It strikes a nice balance between open-world and [...]]]></description>
			<content:encoded><![CDATA[<p>I just got finished playing <i>Red Faction: Guerrilla</i>.  It&#8217;s an excellent game; the breaking-stuff gameplay is so fun and natural-feeling that I anticipate disappointment when I play all the other games where you can&#8217;t knock down a wall to get to the enemy on the other side.  It strikes a nice balance between open-world and narrative styles of gaming.  There&#8217;s something else about the game, though.  <i>Guerrilla</i> makes me uncomfortable with its violence.</p>
<p>This is something that I haven&#8217;t experienced outside of so-called &#8220;art games&#8221; like <a href="http://www.venbrux.com/">Jesse Venbrux</a>&#8216;s &#8220;<a href="http://www.venbrux.com/GamesGallery/index.php?game=execution">Execution</a>.&#8221;  When I play <i>Guerrilla</i>, I feel a disconnect with the actions my player character is taking: not <a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html">ludonarrative dissonance</a>, but a genuine case of disagreement with my character&#8217;s motives and callous lack of concern for human life.  I&#8217;m a pacifist.  Alec Mason is not.<br />
<br/>Read the rest of <a href="http://ludusnovus.net/2010/01/20/murder-and-red-faction-guerrilla/">Murder and Red Faction: Guerrilla</a>...</p>
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		<slash:comments>10</slash:comments>
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